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Script runtime error troubleshooting

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Created 11 years ago
by ZeRedMedic
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Whenever I try to run my map for testing I've been receiving this error:
ERROR: script runtime error
(see console for details)
script stack overflow (too many embedded function calls)


When I check the console it says that the problem originates in my .gsc file for the map. However I cannot figure out where the problem is inside the file:

#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{

   level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
   
   // Must Change These To Your Maps
   level.DLC3.createArt = maps\createart\frozentown_art::main;
   level.DLC3.createFX = maps\createfx\frozentown_fx::main;
   level.DLC3.myFX = ::preCacheMyFX;
   
   /*--------------------
    FX
   ----------------------*/
   DLC3_FX();
   
   /*--------------------
    LEVEL VARIABLES
   ----------------------*/   
   
   // Variable Containing Helpful Text For Modders -- Don't Remove
   level.modderHelpText = [];
   
   //
   // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
   //
   
   // Edit The Value In Mod.STR For Your Level Introscreen Place
   level.DLC3.introString = "Frozen Town";
   
   // Weapons. Pointer function automatically loads weapons used in Der Riese.
   level.DLC3.weapons = maps\dlc3_code::include_weapons;
   
   // Power Ups. Pointer function automatically loads power ups used in Der Riese.
   level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
   
   // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
   level.DLC3.perk_altMeleeDamage = 1000;
   
   // Adjusts barrier search override. Stock is 400.
   level.DLC3.barrierSearchOverride = 400;
   
   // Adjusts power up drop max per round. Stock is 3.
   level.DLC3.powerUpDropMax = 3;
   
   // _loadout Variables
   level.DLC3.useCoopHeroes = true;
   
   // Bridge Feature
   level.DLC3.useBridge = false;
   
   // Hell Hounds
   level.DLC3.useHellHounds =false;
   
   // Mixed Rounds
   level.DLC3.useMixedRounds = true;
   
   // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
   boxArray = [];
   boxArray[ boxArray.size ] = "start_chest";
   boxArray[ boxArray.size ] = "chest1";
   boxArray[ boxArray.size ] = "chest2";
   boxArray[ boxArray.size ] = "chest3";
   boxArray[ boxArray.size ] = "chest4";
   boxArray[ boxArray.size ] = "chest5";
   level.DLC3.PandoraBoxes = boxArray;
   
   // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
   zones = [];
   zones[ zones.size ] = "start_zone" ;
   level.DLC3.initialZones = zones;
   
   // Electricity Switch -- If False Map Will Start With Power On
   level.DLC3.useElectricSwitch = true;
   
   // Electric Traps
   level.DLC3.useElectricTraps = false;
   
   // _zombiemode_weapons Variables
   level.DLC3.usePandoraBoxLight = true;
   level.DLC3.useChestPulls = true;
   level.DLC3.useChestMoves = true;
   level.DLC3.useWeaponSpawn = true;
   level.DLC3.useGiveWeapon = true;
   
   // _zombiemode_spawner Varibles
   level.DLC3.riserZombiesGoToDoorsFirst = true;
   level.DLC3.riserZombiesInActiveZonesOnly = true;
   level.DLC3.assureNodes = true;
   
   // _zombiemode_perks Variables
   level.DLC3.perksNeedPowerOn = true;
   
   // _zombiemode_devgui Variables
   level.DLC3.powerSwitch = true;
   
   // Snow Feature
   level.DLC3.useSnow = true;
   
   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();   
   
   /*--------------------
    ZOMBIE MODE
   ----------------------*/
   [[level.DLC3.weapons]]();
   [[level.DLC3.powerUps]]();
   maps\ugx_weather_handle::init();
   
   maps\_zombiemode::main();
   
   thread maps\ugx_weather_handle::think();
   
   /*--------------------
    FUNCTION CALLS - POST _Load
   ----------------------*/
   level.zone_manager_init_func = ::dlc3_zone_init;
   level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{
   add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );   
   add_adjacent_zone( "start_zone", "start_zone2", "enter_start_zone2" );
   add_adjacent_zone( "start_zone2", "zone2", "enter_zone2" );   
   
   /*
   =============
   ///ScriptDocBegin
   "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
   "Summary: Sets up adjacent zones."
   "MandatoryArg: <zone_1>: Name of first Info_Volume"
   "MandatoryArg: <zone_2>: Name of second Info_Volume"
   "MandatoryArg: <flag>: Flag to be set to initiate zones"
   "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
   "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
   ///ScriptDocEnd
   =============
   */

   // Outside East Door
   //add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );
}

preCacheMyFX()
{
   // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
   
   // level._effect["snow_thick"]         = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}


Can anyone help me find the source of the problem?
Marked as best answer by ZeRedMedic 11 years ago
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Does typing developer 1 in console and ruining the game again, give you a more specific error, or location?
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OnionmanVere Bo21
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Sounds like the error I was getting there:

http://ugx-mods.com/forum/index.php/topic,9278.msg101987.html#msg101987

Also you're not looking for where it originates, that's just the game telling you it was called from x which then called x, etc.
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Does typing developer 1 in console and ruining the game again, give you a more specific error, or location?

I have not tried that yet, I will see if it works
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Sounds like the error I was getting there:

http://ugx-mods.com/forum/index.php/topic,9278.msg101987.html#msg101987

Also you're not looking for where it originates, that's just the game telling you it was called from x which then called x, etc.

Ah, I see, thank you, I'll be sure to check that out to see if I can do something based on the advice given there
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Ah, I see, thank you, I'll be sure to check that out to see if I can do something based on the advice given there

In the mean time, don't run in developer 1/2 unless you need to find a specific error, i.e. bad syntax, etc.
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In the mean time, don't run in developer 1/2 unless you need to find a specific error, i.e. bad syntax, etc.

I found a lot of people were talking about the looping function, however I'm using UGX Script Placer 2.0.1, it doesn't have the script call itself from inside itself
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Does typing developer 1 in console and ruining the game again, give you a more specific error, or location?

I had done that and it gave me a specific error that I was able to find a solution that got rid of the problem, but now it says:
Could not find script 'animscripts/dog_init' animscripts\dog_initDogAnimations()

What would I do to solve that problem?

 
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